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- /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
- *
- * This library is open source and may be redistributed and/or modified under
- * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or
- * (at your option) any later version. The full license is in LICENSE file
- * included with this distribution, and on the openscenegraph.org website.
- *
- * This library is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * OpenSceneGraph Public License for more details.
- */
- #ifndef OSG_VEC4D
- #define OSG_VEC4D 1
- #include <osg/Vec3d>
- #include <osg/Vec4f>
- namespace osg {
- /** General purpose double quad. Uses include representation
- * of color coordinates.
- * No support yet added for double * Vec4d - is it necessary?
- * Need to define a non-member non-friend operator* etc.
- * Vec4d * double is okay
- */
- class Vec4d
- {
- public:
- /** Data type of vector components.*/
- typedef double value_type;
- /** Number of vector components. */
- enum { num_components = 4 };
- value_type _v[4];
- /** Constructor that sets all components of the vector to zero */
- Vec4d() { _v[0]=0.0; _v[1]=0.0; _v[2]=0.0; _v[3]=0.0; }
- Vec4d(value_type x, value_type y, value_type z, value_type w)
- {
- _v[0]=x;
- _v[1]=y;
- _v[2]=z;
- _v[3]=w;
- }
- Vec4d(const Vec3d& v3,value_type w)
- {
- _v[0]=v3[0];
- _v[1]=v3[1];
- _v[2]=v3[2];
- _v[3]=w;
- }
- inline Vec4d(const Vec4f& vec) { _v[0]=vec._v[0]; _v[1]=vec._v[1]; _v[2]=vec._v[2]; _v[3]=vec._v[3];}
- inline operator Vec4f() const { return Vec4f(static_cast<float>(_v[0]),static_cast<float>(_v[1]),static_cast<float>(_v[2]),static_cast<float>(_v[3]));}
- inline bool operator == (const Vec4d& v) const { return _v[0]==v._v[0] && _v[1]==v._v[1] && _v[2]==v._v[2] && _v[3]==v._v[3]; }
- inline bool operator != (const Vec4d& v) const { return _v[0]!=v._v[0] || _v[1]!=v._v[1] || _v[2]!=v._v[2] || _v[3]!=v._v[3]; }
- inline bool operator < (const Vec4d& v) const
- {
- if (_v[0]<v._v[0]) return true;
- else if (_v[0]>v._v[0]) return false;
- else if (_v[1]<v._v[1]) return true;
- else if (_v[1]>v._v[1]) return false;
- else if (_v[2]<v._v[2]) return true;
- else if (_v[2]>v._v[2]) return false;
- else return (_v[3]<v._v[3]);
- }
- inline value_type* ptr() { return _v; }
- inline const value_type* ptr() const { return _v; }
- inline void set( value_type x, value_type y, value_type z, value_type w)
- {
- _v[0]=x; _v[1]=y; _v[2]=z; _v[3]=w;
- }
- inline value_type& operator [] (unsigned int i) { return _v[i]; }
- inline value_type operator [] (unsigned int i) const { return _v[i]; }
- inline value_type& x() { return _v[0]; }
- inline value_type& y() { return _v[1]; }
- inline value_type& z() { return _v[2]; }
- inline value_type& w() { return _v[3]; }
- inline value_type x() const { return _v[0]; }
- inline value_type y() const { return _v[1]; }
- inline value_type z() const { return _v[2]; }
- inline value_type w() const { return _v[3]; }
- inline value_type& r() { return _v[0]; }
- inline value_type& g() { return _v[1]; }
- inline value_type& b() { return _v[2]; }
- inline value_type& a() { return _v[3]; }
- inline value_type r() const { return _v[0]; }
- inline value_type g() const { return _v[1]; }
- inline value_type b() const { return _v[2]; }
- inline value_type a() const { return _v[3]; }
- inline unsigned int asABGR() const
- {
- return (unsigned int)clampTo((_v[0]*255.0),0.0,255.0)<<24 |
- (unsigned int)clampTo((_v[1]*255.0),0.0,255.0)<<16 |
- (unsigned int)clampTo((_v[2]*255.0),0.0,255.0)<<8 |
- (unsigned int)clampTo((_v[3]*255.0),0.0,255.0);
- }
- inline unsigned int asRGBA() const
- {
- return (unsigned int)clampTo((_v[3]*255.0),0.0,255.0)<<24 |
- (unsigned int)clampTo((_v[2]*255.0),0.0,255.0)<<16 |
- (unsigned int)clampTo((_v[1]*255.0),0.0,255.0)<<8 |
- (unsigned int)clampTo((_v[0]*255.0),0.0,255.0);
- }
- /** Returns true if all components have values that are not NaN. */
- inline bool valid() const { return !isNaN(); }
- /** Returns true if at least one component has value NaN. */
- inline bool isNaN() const { return osg::isNaN(_v[0]) || osg::isNaN(_v[1]) || osg::isNaN(_v[2]) || osg::isNaN(_v[3]); }
- /** Dot product. */
- inline value_type operator * (const Vec4d& rhs) const
- {
- return _v[0]*rhs._v[0]+
- _v[1]*rhs._v[1]+
- _v[2]*rhs._v[2]+
- _v[3]*rhs._v[3] ;
- }
- /** Multiply by scalar. */
- inline Vec4d operator * (value_type rhs) const
- {
- return Vec4d(_v[0]*rhs, _v[1]*rhs, _v[2]*rhs, _v[3]*rhs);
- }
- /** Unary multiply by scalar. */
- inline Vec4d& operator *= (value_type rhs)
- {
- _v[0]*=rhs;
- _v[1]*=rhs;
- _v[2]*=rhs;
- _v[3]*=rhs;
- return *this;
- }
- /** Divide by scalar. */
- inline Vec4d operator / (value_type rhs) const
- {
- return Vec4d(_v[0]/rhs, _v[1]/rhs, _v[2]/rhs, _v[3]/rhs);
- }
- /** Unary divide by scalar. */
- inline Vec4d& operator /= (value_type rhs)
- {
- _v[0]/=rhs;
- _v[1]/=rhs;
- _v[2]/=rhs;
- _v[3]/=rhs;
- return *this;
- }
- /** Binary vector add. */
- inline Vec4d operator + (const Vec4d& rhs) const
- {
- return Vec4d(_v[0]+rhs._v[0], _v[1]+rhs._v[1],
- _v[2]+rhs._v[2], _v[3]+rhs._v[3]);
- }
- /** Unary vector add. Slightly more efficient because no temporary
- * intermediate object.
- */
- inline Vec4d& operator += (const Vec4d& rhs)
- {
- _v[0] += rhs._v[0];
- _v[1] += rhs._v[1];
- _v[2] += rhs._v[2];
- _v[3] += rhs._v[3];
- return *this;
- }
- /** Binary vector subtract. */
- inline Vec4d operator - (const Vec4d& rhs) const
- {
- return Vec4d(_v[0]-rhs._v[0], _v[1]-rhs._v[1],
- _v[2]-rhs._v[2], _v[3]-rhs._v[3] );
- }
- /** Unary vector subtract. */
- inline Vec4d& operator -= (const Vec4d& rhs)
- {
- _v[0]-=rhs._v[0];
- _v[1]-=rhs._v[1];
- _v[2]-=rhs._v[2];
- _v[3]-=rhs._v[3];
- return *this;
- }
- /** Negation operator. Returns the negative of the Vec4d. */
- inline const Vec4d operator - () const
- {
- return Vec4d (-_v[0], -_v[1], -_v[2], -_v[3]);
- }
- /** Length of the vector = sqrt( vec . vec ) */
- inline value_type length() const
- {
- return sqrt( _v[0]*_v[0] + _v[1]*_v[1] + _v[2]*_v[2] + _v[3]*_v[3]);
- }
- /** Length squared of the vector = vec . vec */
- inline value_type length2() const
- {
- return _v[0]*_v[0] + _v[1]*_v[1] + _v[2]*_v[2] + _v[3]*_v[3];
- }
- /** Normalize the vector so that it has length unity.
- * Returns the previous length of the vector.
- */
- inline value_type normalize()
- {
- value_type norm = Vec4d::length();
- if (norm>0.0f)
- {
- value_type inv = 1.0/norm;
- _v[0] *= inv;
- _v[1] *= inv;
- _v[2] *= inv;
- _v[3] *= inv;
- }
- return( norm );
- }
- }; // end of class Vec4d
- /** Compute the dot product of a (Vec3,1.0) and a Vec4d. */
- inline Vec4d::value_type operator * (const Vec3d& lhs,const Vec4d& rhs)
- {
- return lhs[0]*rhs[0]+lhs[1]*rhs[1]+lhs[2]*rhs[2]+rhs[3];
- }
- /** Compute the dot product of a (Vec3,1.0) and a Vec4d. */
- inline Vec4d::value_type operator * (const Vec3f& lhs,const Vec4d& rhs)
- {
- return lhs[0]*rhs[0]+lhs[1]*rhs[1]+lhs[2]*rhs[2]+rhs[3];
- }
- /** Compute the dot product of a (Vec3,1.0) and a Vec4d. */
- inline Vec4d::value_type operator * (const Vec3d& lhs,const Vec4f& rhs)
- {
- return lhs[0]*rhs[0]+lhs[1]*rhs[1]+lhs[2]*rhs[2]+rhs[3];
- }
- /** Compute the dot product of a Vec4d and a (Vec3,1.0). */
- inline Vec4d::value_type operator * (const Vec4d& lhs,const Vec3d& rhs)
- {
- return lhs[0]*rhs[0]+lhs[1]*rhs[1]+lhs[2]*rhs[2]+lhs[3];
- }
- /** Compute the dot product of a Vec4d and a (Vec3,1.0). */
- inline Vec4d::value_type operator * (const Vec4d& lhs,const Vec3f& rhs)
- {
- return lhs[0]*rhs[0]+lhs[1]*rhs[1]+lhs[2]*rhs[2]+lhs[3];
- }
- /** Compute the dot product of a Vec4d and a (Vec3,1.0). */
- inline Vec4d::value_type operator * (const Vec4f& lhs,const Vec3d& rhs)
- {
- return lhs[0]*rhs[0]+lhs[1]*rhs[1]+lhs[2]*rhs[2]+lhs[3];
- }
- /** multiply by vector components. */
- inline Vec4d componentMultiply(const Vec4d& lhs, const Vec4d& rhs)
- {
- return Vec4d(lhs[0]*rhs[0], lhs[1]*rhs[1], lhs[2]*rhs[2], lhs[3]*rhs[3]);
- }
- /** divide rhs components by rhs vector components. */
- inline Vec4d componentDivide(const Vec4d& lhs, const Vec4d& rhs)
- {
- return Vec4d(lhs[0]/rhs[0], lhs[1]/rhs[1], lhs[2]/rhs[2], lhs[3]/rhs[3]);
- }
- } // end of namespace osg
- #endif
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